LWJGL 2d texturing

Hello,

I have a kinda simple 2d game running LWJGL.

When I render my sprites, everything work fine. I don’t know if this is what is called “sprite batching” but what I’m doing is rendering a certain part of a large sprite on my geometry. Everything looks nice and all until I add LINEAR texture filter or when I start to rotate my geometry using glRotate. My sprites start to show parts of my sprite sheet which they aren’t supposed to show. Any ideas?

This is because the pixels are being blended; so if you use a tightly packed texture atlas, then you might get bleeding between edges.

You can read more about texture parameters here:

I also explain the issue in more detail here:

I don’t think you understand my problem. I don’t have any bleeding effect until I start rotating my geometry. Then I start to see few pixels that are wrong.